clrammer's Recent Forum Activity

  • I know I'm late to the party, but this behavior is awesome. Thank you!

  • R0J0hound

    Thought you might be interested in knowing that the Clear to Color action was behaving unexpectedly for me when plugging this into my project and testing on iOS via CocoonJS. I thought maybe I was just using it wrong, so I created a fresh capx and it worked just fine. Obviously, it has something to do with my project, but just for your info when I use Clear to Color, instead of filling with color a snapshot of the entire canvas (i.e. the game window) is taken and pasted upside down in the Paster object. This is the exact same functionality I was getting when testing out C2's built-in "System > take snapshot of canvas" action a few weeks ago.

    The workaround I chose was to create a pure white tiled background, fill the screen, then use the Paste Object action on the Paster object, then destroy the tiled background. This works great with no performance issues, however I thought maybe you would be interested in the report.

    Thanks!

  • Really great to see this adapted for WebGL.

    Edit: Never mind about the comment I had here initially suggesting there was an issue with positioning. Resolution error on my part :)

    Keep up the great work!

  • I am getting the same error. Same OS and C2 version as hellwalker.

    **Edit: I apologize for not posting a .capx. This is occurring in the project I've been working on for a few months. It's quite a big file and something I intend to sell commercially. I'm happy to answer any questions I can to help find the issue.

  • As a follow up, I do not get a javascript exception when using a Tiled Background instead of a Sprite, however I am unable to flip the tbg to correct the image.

  • Hi

    I briefly experimented with using the system "Take snapshot of canvas" action with CocoonJS. I actually did have success in sending the snapshot to WebStorage and then using the "Load image from URL" function of a blank sprite object and entering the WebStorage.LocalValue contents. Interestingly, I had to Flip the sprite for it to display properly.

    However, I believe there are several obstacles to work around, as I was getting a Javascript exception ('requestAnimationFrame'): texImage2D IllegalArgumentException: Cannot open the given '/private/var/mobile/Applications/blah blah extremely long series of characters that expect represent the JPEG image in WebStorage. Not sure why I get this, as the sprite is deleted when I change layouts and I only get the error when trying to go back to the layout where I originally displayed the sprite.

    Anyway, figured I would post and see if any of that is helpful. :) I'm on the latest C2 release, r143, and CJS 1.4.

  • This is my favorite changelog entry ever:

    "[fix] A typo fix and a few other fixes that I don't recall."

  • R0J0hound

    Thanks for taking a look at a full WebGL fix. Even without a full fix, the improvements so far have been great.

    Is this something that Ludei could actually address from their end, or would the fix have to come from the plugin?

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  • R0J0hound

    Thank you so much for the improvements. This helps a lot with the app we're working on!

  • SirSpunky

    Thanks for the info. Quick summary of my situation:

    1) One canvas object, about 50% of the screen, used exclusively to draw lines (drawing with your finger).

    2) With CJS 1.3, performance on iOS was great (60 fps). Performance was stellar in Chrome as well.

    3) After CJS 1.4, performance on iOS dropped to 9 FPS even when idle. Performance in Chrome is still excellent.

    4) I tried disabling WebGL for my app, but it won't launch on iOS at all due to the memory management that is lost (several layouts with large images that work totally fine when they are only loaded into RAM when that layout is active - which is what CJS 1.4 introduced, apparently leveraging WebGL to do it).

    Now that I understand more what's happening, it makes sense to me why all three statements above happened. So, at this point, I'm trying to figure out how to creatively work around the inherent performance hit of using WebGL and canvas together.

    Think it would be possible to only spawn a very small canvas object when the user touches the screen that follows the finger and somehow "paste" the trailing line to the screen?

    As a final note, I'm certain the glw error is not related to performance. I've been unable to figure out how to work around it, although I got lucky a few times and was able to exit out of the layout without getting the error, but I can't reliably reproduce that.

  • R0J0hound not sure if you can help with this, but I'm seeing this error when switching off of a layout that contains a canvas object. This is new since your update:

    Uncaught ReferenceError: glw is not defined

    localhost/c2canvas_plugin.js, line 248 (col undefined)

    I'll see if I can get around this by explicitly destroying the object or something, but thought I would share. Thanks!

  • SirSpunky How large is the canvas object in your app? I downloaded R0J0's updated from the link in the first post and I'm still seeing about 9 FPS on iOS. At this time my canvas object is about 50% of the screen. Got a solid 60 FPS prior to CJS 1.4 and WebGL.

    Btw, R0J0, thanks for the great plugin and for continuing work on it!

    Thanks!

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clrammer

Member since 22 Apr, 2012

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